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Re: Thinking about GK!

Posted: Mon 21 Sep, 2015 7:46 pm
by Crewfinity
saltychipmunk wrote:Ehh but there was always a better option.

pre current update you had purgs which was your anti melee.

now you have ops which are so stupidly cheap that you can get 2 of the wankers, never ever upgrade them ,and just go around wiping stuff out.

plus my play style tries to hold off investing in the strikes since i don't really like anything about them in t2... which is sad because i tend to use 2 of them...


i mean you're not wrong. haha i do the same thing myself, but I would call the SS flamer "underused" rather than bad. I dont usually go for the upgrade myself because I prefer more unit-heavy T1's, but it can be good to have the quick gen-bashing potential on the more durable units in T1. Really I think it comes down a lot to playstyle, the shift towards ranged damage in T1 also lessened it's effectiveness somewhat. I know Cyris likes to use them a lot for more aggressive pushing in T1 and for some additional crowd control, and they can be useful in that context. Sometimes i like to go double SS and pick up double incinerators against swarmy races like IG or orks and they can do some serious work in T1.

tbh I would love to see it changed to do less overall damage but more suppression if purgations stay in T2.

Re: Thinking about GK!

Posted: Mon 21 Sep, 2015 8:37 pm
by Wise Windu
saltychipmunk wrote:
Sub_Zero wrote:Your knowledge about the psycannon of stike squads is outdated. It is more powerful now (almost 17 dps and almost 20 dps when you have the upgrade). And even more powerful when you boost it with psybolt ammunition. And it is really a decent weapon now since sometimes it delivers so much hurt to models that stand too close to each other as well as do that decent 19+ DPS to anything else.

Sure with all upgrades they are damn expensive and aren't really great against a certain target but I am pleased with their performance.



ok that is a little better. they still hit notably softer than more dedicated weapons. very well ill resend my quip bout the psy cannon, it is not terrible. but it is not fantastic either. the flamer weapon is horrific though.

and it is still more effective to buy a vindi for av since his spike potential and kill potential is much much higher.

also can we please get some tooltip updates. it is nearly impossible to keep track of all this stuff in game.
The Psycannon tooltip is updated. It should say "Equips the squad with a psycannon, a heavy ranged weapon effective against most targets. 16.59 explosive DPS with splash damage, 12 melee DPS."

Which tooltips need to be updated? It's a bit of a chore to go through and check every single one. Especially after I went through and updated pretty much all of them (for other factions at least) in 2.3.2. Any specifics would be appreciated. Might be better to post it in another thread though, to keep this one on track. Post in my Codex WIP thread with suggestions. Thanks

Re: Thinking about GK!

Posted: Tue 22 Sep, 2015 12:18 pm
by saltychipmunk
odd, last time i checked it still said 14.xx , might have been on another model, it is very much one of situations where there aren't that many tool tips that are outdated so you tend to forget about them until you actually use said unit T-T

Re: Thinking about GK!

Posted: Wed 23 Sep, 2015 7:00 pm
by Crewfinity
Atlas wrote:Mildly concur with what Salty said. Except for the 2 strikes part, that's just garbage build imo.

If you aren't using 2 ops in every game then shame on you, because those guys are stupid good esp in vs sm and eldar (mostly due to refusing to build rangers ever these days).

I'm a broken record but ops have too much going for them right now. Obviously, they're going to get refined in the next patch so that's all I'll say on that.

Another broken record I AM going to repeat though is that there's some internal balance issues going on right now that I feel are also going to get addressed. People are focusing too much on all the broken OP stuff right now and not all the other broken UP stuff because of it.

-The T1 Rhino has gone the way of the dodo as far as I can tell.

-The Halberd-Aegis-Tele combo is really good, and the rest of the Brother Captain's wargears are struggling to find a place as a result(with the exception of maybe Unending Purge, though I'm personally on the fence about Nemesis Sword but I don't see other ppl using it).

-Most of the energy transfer mechanics(Canticle, Excommunication, Purify(?)) of GK in general need a lot more love and relevance in their playstyle imo.

-Strikes are still finding a place in T2 besides being your relegated capping unit.

-Puris are struggling because they are competing with a ton of other great melee options like the Dread, the already noted Halberd BC, GK Libby and Terms later on. In general, there's a ton of anti-melee overlap in GK T2.

-Flamer Purgs in early T2 when Gen-Bashing and Anti-Melee is becoming less of a big deal because of ^

-GK T3 is also wholly one-dimensional as the LRC is prohibitively expensive while also not having the same level of impact as Terminators.
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Why are we not talking about these things?!?!?!


replying to all of this here because it seems a more relevant location :P

i've actually been using double SS with the force sword a bunch lately for a T1 bully playstyle. the increased damage reduction with so much HI armor is great, and lets the SS get lots of models and levels, making the transition into T2 much easier. it's been doing remarkeably well against IG and nids, and a T2 transition into purifiers has been sealing the deal for me. really i've been finding that SS can transition into T2 really well if you're ahead enough to afford their upgrades and they have some levels. if you're behind going into T2 though is when SS really stop pulling their own weight. they need their upgrades to stay relevant, but they're so expensive that you can only afford them if you really pulled ahead in late T1.


agreed with almost all of your other points.

LRC is amazeballs, i can just never afford it in 1v1 because i use all my red on hellfury stikes and mind blades :/

Re: Thinking about GK!

Posted: Wed 23 Sep, 2015 7:03 pm
by saltychipmunk
ho ho ho, he thinks i don't also use 2 ops .

i firmly believe in the idea that dominating t1 wins games. so i do 2 strikes 2 ops and a gl ist. At this stage in the game balance i simply can't justify the purifiers.

the vindi i only need for tanks and the libby is pretty cheap as far as t2 units are concerned.

So why not get two strikes, their weapons and abilities scale horribly in t2 , yeah you got me there. but in t1 they are simply the best heavy infantry unit.

If i wont be seriously investing into any pop heayv /power heavy t2 units i can completely get away with blowing a ton of dosh on t1 dominance.


One thing i should note is that while strikes need their upgrades to stay relevant . the ops do not. 2 of them do enough dps to not warrant the leader and his satchel charge and while the stun is great later in the game it is never really essential and partially overlaps with the stikes energyburn/ slow ability. so if you are inventive you can get around buying that upgrade too. just keep both of them infiltrated and they are golden till t3 easily.

Re: Thinking about GK!

Posted: Wed 23 Sep, 2015 11:05 pm
by Atlas
Sorry for the misinterpretation, it was just poor grammar on my part. I know you do 2 ops Salty, it's just the 2 strikes that I disagree with. I meant "you" in a general way there :p

You can already dominate t1 with 2x ops imo and since the strikes scaling is questionable you'd be before off with something else early in t2 like a second rhino or just other squads faster. 2 ist, 1 strike, 2 ops is the 2.4.2 future. If you're already that far ahead to make strike upgrades worth it... why not just save up for a dread or something? Outfitting 2 strike squads with justicars and psycannons is fairly close cost wise to getting a dread (cheaper in terms of overall cost, but you're paying extra upkeep on those justicars and it doesn't really change your unit composition).

From there yeah, rhinos/VA/Libby are some of the nicest bits in T2, along with BC upgrades. Since all of those units are very upkeep cheap you have an easier time getting all of that crap out. Plus 2/3 can cap so not bad :P

And ye, I should have put the quote Crew had of me here, it makes more sense.

Re: Thinking about GK!

Posted: Thu 24 Sep, 2015 3:26 pm
by saltychipmunk
The thing with going 2 ist is that they are a huge bleed source where as atleast with 2 strikes your opponent will have to deal with an army composition that are mostly damage sponges.

one thing to note is that you dont always need to buy all of the strike upgrades.

plus my strategy only uses ist for the disruption from GLs 2ist would be redundant since i would not want 2 gls ..

Re: Thinking about GK!

Posted: Fri 25 Sep, 2015 12:22 am
by Atlas
2 ists make vehicle plays a lot more viable in t2, and with acolytes they can be moderately tanky on the side if you need ops in your main fights.